diff --git a/src/lol/math/vector.h b/src/lol/math/vector.h index 8bc99d0c..2607cd9d 100644 --- a/src/lol/math/vector.h +++ b/src/lol/math/vector.h @@ -1788,9 +1788,11 @@ template struct Mat4 /* Helpers for projection matrices */ static Mat4 ortho(T left, T right, T bottom, T top, T near, T far); static Mat4 ortho(T width, T height, T near, T far); + static Mat4 ortho(T screen_size, T screen_ratio_xy, T draw_distance); static Mat4 frustum(T left, T right, T bottom, T top, T near, T far); static Mat4 perspective(T fov_y, T width, T height, T near, T far); - + static Mat4 shifted_perspective(T fov_y, T screen_size, T screen_ratio_xy, T draw_distance); + void printf() const; template diff --git a/src/math/vector.cpp b/src/math/vector.cpp index d60d82ac..84d5f804 100644 --- a/src/math/vector.cpp +++ b/src/math/vector.cpp @@ -737,6 +737,11 @@ template<> mat4 mat4::ortho(float width, float height, -0.5f * height, 0.5f * height, near, far); } +template<> mat4 mat4::ortho(float screen_size, float screen_ratio_xy, float draw_distance) +{ + return mat4::ortho(screen_size * screen_ratio_xy, screen_size, .00001f, draw_distance); +} + template<> mat4 mat4::frustum(float left, float right, float bottom, float top, float near, float far) { @@ -766,5 +771,16 @@ template<> mat4 mat4::perspective(float fov_y, float width, return frustum(-near * t1, near * t1, -near * t2, near * t2, near, far); } +template<> mat4 mat4::shifted_perspective(float fov_y, float screen_size, + float screen_ratio_xy, float draw_distance) +{ + float new_fov_y = fov_y * (F_PI / 180.0f); + + float near = (screen_size * .5f) / tanf(new_fov_y * .5f); + float far = near + draw_distance; + + return mat4::perspective(fov_y, screen_size * screen_ratio_xy, screen_size, near - .000001f, far) * mat4::translate(.0f, .0f, -near); +} + } /* namespace lol */ diff --git a/test/meshviewer.cpp b/test/meshviewer.cpp index 8d2785d9..46c1415a 100644 --- a/test/meshviewer.cpp +++ b/test/meshviewer.cpp @@ -34,6 +34,8 @@ LOLFX_RESOURCE_DECLARE(shinymvtexture); #define IPT_MESH_UPDATE "Mesh_Update" #define IPT_MESH_RESET "Mesh_Reset" +#define IPT_MESH_PREV "Mesh_Previous" +#define IPT_MESH_NEXT "Mesh_Next" #define IPT_MESH_LEFT "Mesh_Left" #define IPT_MESH_RIGHT "Mesh_Right" @@ -48,7 +50,7 @@ LOLFX_RESOURCE_DECLARE(shinymvtexture); #define IPT_MESH_ROT_UP "Mesh_Rot_Up" #define IPT_MESH_ROT_DOWN "Mesh_Rot_Down" -#define MIN_FOV 1.f +#define MIN_FOV 0.1f #define WITH_FUR 0 #define WITH_TEXTURE 0 @@ -79,6 +81,8 @@ public: Input::LinkActionToKey(IPT_MESH_UPDATE, Key::Space); Input::LinkActionToKey(IPT_MESH_RESET, Key::KP0); + Input::LinkActionToKey(IPT_MESH_PREV, Key::KPPlus); + Input::LinkActionToKey(IPT_MESH_NEXT, Key::KPMinus); Input::LinkActionToKey(IPT_MESH_OFFSET_DOWN, Key::KP1); Input::LinkActionToKey(IPT_MESH_OFFSET_UP, Key::KP3); @@ -90,6 +94,7 @@ public: Input::LinkActionToKey(IPT_MESH_ROT_UP, Key::KP8); Input::LinkActionToKey(IPT_MESH_ROT_DOWN, Key::KP5); + m_mesh_shown = 0; m_angle = 0; m_default_texture = NULL; @@ -166,26 +171,36 @@ public: //Update Mesh BBox - Get the Min/Max needed //-- vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) }; - vec3 min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; + vec3 cam_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; + vec3 world_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) }; int mesh_id = m_meshes.Count() - 1; for (; mesh_id >= 0; mesh_id--) if (m_meshes[mesh_id].m2) break; - mat4 world_screen = Scene::GetDefault()->GetCamera()->GetProjection() * Scene::GetDefault()->GetCamera()->GetView(); + mat4 world_cam = Scene::GetDefault()->GetCamera()->GetView(); + mat4 cam_screen = Scene::GetDefault()->GetCamera()->GetProjection(); if (m_meshes.Count() && mesh_id >= 0) { for (int i = 0; i < m_meshes[mesh_id].m1.GetVertexCount(); i++) { + //-- mat4 LocalPos = m_mat * mat4::translate(m_meshes[mesh_id].m1.GetVertexLocation(i)); vec3 vpos = LocalPos.v3.xyz; - //vec3 vpos = m_meshes[mesh_id].m1.GetVertexLocation(i); - min_max[0] = min(vpos.xyz, min_max[0]); - min_max[1] = max(vpos.xyz, min_max[1]); + world_min_max[0] = min(vpos.xyz, world_min_max[0]); + world_min_max[1] = max(vpos.xyz, world_min_max[1]); - LocalPos = world_screen * LocalPos; + //-- + LocalPos = world_cam * LocalPos; + vpos = LocalPos.v3.xyz; + + cam_min_max[0] = min(vpos.xyz, cam_min_max[0]); + cam_min_max[1] = max(vpos.xyz, cam_min_max[1]); + + //-- + LocalPos = cam_screen * LocalPos; vpos = (LocalPos.v3 / LocalPos.v3.w).xyz; screen_min_max[0] = min(vpos.xy, screen_min_max[0]); @@ -194,16 +209,19 @@ public: } else { - min_max[1] = vec3(.0f); - min_max[0] = vec3(.0f); + world_min_max[1] = vec3(.0f); + world_min_max[0] = vec3(.0f); + cam_min_max[1] = vec3(.0f); + cam_min_max[0] = vec3(.0f); screen_min_max[0] = vec2(.0f); screen_min_max[1] = vec2(.0f); } //[0] : center, [1] : size. vec3 BBox[2] = { vec3(.0f), vec3(.0f) }; - BBox[1] = min_max[1] - min_max[0]; - BBox[0] = min_max[0] + BBox[1] * .5f; + BBox[1] = world_min_max[1] - world_min_max[0]; + BBox[0] = world_min_max[0] + BBox[1] * .5f; vec3 BBox_mod = BBox[1]; +#if 0 //-- //Camera movement handling @@ -212,8 +230,8 @@ public: SetFov(); //Auto Fov - float local_max = max(max(lol::abs(min_max[0].x), lol::abs(min_max[0].y)), - max(lol::abs(min_max[1].x), lol::abs(min_max[1].y))); + float local_max = max(max(lol::abs(world_min_max[0].x), lol::abs(world_min_max[0].y)), + max( lol::abs(world_min_max[1].x), lol::abs(world_min_max[1].y))); float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)), max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y))); @@ -237,6 +255,38 @@ public: Scene::GetDefault()->GetCamera()->SetView(vec3(campos.xy, 10.f), quat(1.f)); else if (fov_ratio > .0f) Scene::GetDefault()->GetCamera()->SetView(vec3(campos.xy, campos.z * fov_ratio * 1.1f), quat(1.f)); +#else + Camera* cur_cam = Scene::GetDefault()->GetCamera(); + vec3 min_max_diff = (cam_min_max[1] - cam_min_max[0]); + float screen_size = max(max(lol::abs(min_max_diff.x), lol::abs(min_max_diff.y)), + max( lol::abs(min_max_diff.x), lol::abs(min_max_diff.y))); + float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)), + max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y))); + + float fov_zoom = (float)(Input::GetStatus(IPT_CAM_ZOOM_OUT) - Input::GetStatus(IPT_CAM_ZOOM_IN)); + m_fov_zoom_damp = damp(m_fov_zoom_damp, fov_zoom, (fov_zoom == .0f)?(.15f):(0.5f), seconds); + m_fov = max(.0f, m_fov + seconds * 10.0f * m_fov_zoom_damp); + m_fov_damp = damp(m_fov_damp, m_fov, .2f, seconds); + + if (m_fov_damp < MIN_FOV) + cur_cam->SetProjection(mat4::ortho(screen_size * fov_ratio * 1.1f, 1600.f / 600.f, 1000.f)); + else if (fov_ratio > .0f) + cur_cam->SetProjection(mat4::shifted_perspective(m_fov_damp, screen_size * fov_ratio * 1.1f, 1600.f / 600.f, 1000.f)); + + vec3 cam_center = cam_min_max[0] + min_max_diff * .5f; + + vec4 test = inverse(world_cam) * vec4(.0f,.0f,-1.0f,1.f); + test = test; + test = inverse(world_cam) * vec4(.0f,.0f,.0f,1.f); + test = inverse(world_cam) * vec4(.0f,.0f,1.0f,1.f); + + vec3 eye = (inverse(world_cam) * vec4(vec3(cam_center.xy, cam_min_max[1].z), 1.f)).xyz; + vec3 target = (inverse(world_cam) * vec4(vec3(cam_center.xy, cam_min_max[0].z), 1.f)).xyz; + if (eye == target) + cur_cam->SetView(vec3(.0f), vec3(.0f, .0f, -1.f), vec3(0.f, 1.f, 0.f)); + else + cur_cam->SetView(eye, target, vec3(0,1,0)); +#endif //-- //Mesh movement handling @@ -244,6 +294,9 @@ public: if (Input::WasReleased(IPT_MESH_RESET)) SetDefaultMeshTransform(); + m_mesh_shown += ((int)Input::WasReleased(IPT_MESH_NEXT)) - ((int)Input::WasReleased(IPT_MESH_PREV)); + m_mesh_shown = clamp(m_mesh_shown, 0, max(m_meshes.Count(), 1) - 1); + vec2 new_move = vec2(.0f); new_move = vec2((float)(Input::GetStatus(IPT_MESH_RIGHT) - Input::GetStatus(IPT_MESH_LEFT)), @@ -390,16 +443,20 @@ public: Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); mat4 default_proj = Scene::GetDefault()->GetCamera()->GetProjection(); - for (int i = 0; i < m_meshes.Count(); i++) + int max_drawn = m_meshes.Count() - m_mesh_shown; + for (int i = max_drawn; i < m_meshes.Count(); i++) + m_meshes[i].m4 = vec3(.0f); + for (int i = 0; i < max_drawn; i++) { - float new_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(m_meshes.Count() - (i + 1)))); + float new_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(max_drawn - (i + 1)))); m_meshes[i].m3 = damp(m_meshes[i].m3, new_scale, .35f, seconds); if (m_meshes[i].m3 > .0f) { vec3 new_mesh_offset = vec3(.0f); - for (int j = m_meshes.Count() - 1; j > i; j--) + //damping calculations + for (int j = max_drawn - 1; j > i; j--) { - float ofs_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(m_meshes.Count() - (j + 0)))); + float ofs_scale = max(.0f, 1.0f - (m_mesh_offset_damp.y * (float)(max_drawn - (j + 0)))); new_mesh_offset = new_mesh_offset + vec3(m_meshes[j].m3 * ofs_scale * ofs_scale * m_mesh_offset_damp.x, .0f, .0f); } m_meshes[i].m4 = damp(m_meshes[i].m4, new_mesh_offset, .35f, seconds); @@ -440,6 +497,7 @@ private: vec2 m_mesh_rotation; //Meshes rotation vec2 m_mesh_screen_offset;//Meshes screen offset vec2 m_mesh_offset; //Mesh Offset after first mesh (x: offset, y: scale) + int m_mesh_shown; //File data String m_file_name;